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- /*
- Copyright (c) 2013 Daniele Bartolini, Michele Rossi
- Copyright (c) 2012 Daniele Bartolini, Simone Boscaratto
- Permission is hereby granted, free of charge, to any person
- obtaining a copy of this software and associated documentation
- files (the "Software"), to deal in the Software without
- restriction, including without limitation the rights to use,
- copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the
- Software is furnished to do so, subject to the following
- conditions:
- The above copyright notice and this permission notice shall be
- included in all copies or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
- EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
- OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
- NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
- HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
- WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
- OTHER DEALINGS IN THE SOFTWARE.
- */
- #pragma once
- #include "Types.h"
- #include "Frustum.h"
- #include "Mat4.h"
- #include "Mat3.h"
- #include "Vec3.h"
- namespace crown
- {
- /// Represents the point of view into the game world.
- class Camera
- {
- public:
- /// Construct the camera placed at the given world-space @a position
- /// with the given @a fov field of view and @a aspect ratio.
- Camera(const Vec3& position, float fov, float aspect);
- /// Returns the world-space position of the camera
- const Vec3& position() const;
- /// Sets the world-space @a position of the camera
- void set_position(const Vec3& position);
- /// Returns the lookat-point of the camera
- const Vec3& look_at() const;
- /// Sets the lookat-point of the camera
- void set_look_at(const Vec3& lookat);
- /// Sets the rotation of the camera about the world's @a x axis and @a y axis
- void set_rotation(const float x, const float y);
- /// Returns the up-vector of the camera
- const Vec3& up() const;
- /// Returns the field of view of the camera in degrees
- float fov() const;
- /// Sets the field of view of the camera
- void set_fov(float fov);
- /// Returns the aspect ratio of the camera
- float aspect() const;
- /// Sets the aspect ration of the camera
- void set_aspect(float aspect);
- /// Returns the near clipping distance of the camera
- float near_clip_distance() const;
- /// Sets the near clipping distance of the camera
- void set_near_clip_distance(float near);
- /// Returns the far clipping distance of the camera
- float far_clip_distance() const;
- /// Sets the far clipping distance of the camera
- void set_far_clip_distance(float far);
- /// Returns the view-frustum of the camera
- const Frustum& frustum() const;
- /// Returns the renderer-independent projection matrix used by the camera
- const Mat4& projection_matrix() const;
- /// Returns the renderer-independent view matrix used by the camera
- const Mat4& view_matrix() const;
- /// Moves the camera towards look direction by @a meters meters
- void move_forward(float meters);
- /// Moves the camera towards the opposite look direction by @a meters meters
- void move_backward(float meters);
- /// Moves the camera along the axis perpendicular to the look direction by @a meters meters
- void strafe_left(float meters);
- /// Moves the camera along the axis perpendicular to the look direction by @a meters meters
- void strafe_right(float meters);
- protected:
- void update_projection_matrix();
- void update_view_matrix();
- void update_frustum();
- Vec3 m_position;
- Vec3 m_look_at;
- Vec3 m_up;
- Vec2 m_rot_factor;
- float m_angle_x;
- float m_angle_y;
- Mat4 m_view;
- Mat4 m_projection;
- Frustum m_frustum;
- float m_FOV;
- float m_aspect;
- float m_near;
- float m_far;
- };
- } // namespace crown
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